/Engine/Source/Runtime/Engine/Public/LightSceneProxy.h
Encapsulates the data which is used to render a light by the rendering thread. The constructor is called from the game thread, and after that the rendering thread owns the object.FLightSceneProxyis in the engine module and is subclassed to implement various types of lights.
class FLightSceneProxy
constFLinearCo...
AtmosphereSunDiskColorScale
const uint8
AtmosphereSunLightIndex
The index of the atmospheric light.
const uint8:  1
bAffectGlobalIllumination
Whether the light affects global illumination, when ray-traced global illumination is enabled.
const uint8:  1
bAffectReflection
Whether the light affects objects in reflections, when ray-traced reflection is enabled.
const uint8:  1
bAffectTranslucentLighting
Whether the light affects translucency or not.
uint8:  1
bCastDynamicShadow
True if the light casts dynamic shadows.
const uint8:  1
bCastHairStrandsDeepShadow
uint8:  1
bCastModulatedShadows
Whether the light will cast modulated shadows when using the forward renderer (mobile).
const uint8:  1
bCastShadowsFromCinematicObjectsOnly
const uint8:  1
bCastStaticShadow
True if the light casts static shadows.
const uint8:  1
bCastTranslucentShadows
Whether the light is allowed to cast dynamic shadows from translucency.
const uint8:  1
bCastVolumetricShadow
uint8:  1
bContactShadowLengthInWS
True: length of screen space ray trace for sharp contact shadows is in world space.
const uint8:  1
bForceCachedShadowsForMovablePrimitives
const uint8:  1
bMovable
True if the light's Mobility is set to Movable.
const uint8:  1
bStaticLighting
Return True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting.
uint8:  1
bStaticShadowing
Whether the light has static direct shadowing.
uint8:  1
bTransmission
Whether light from this light transmits through surfaces with subsurface scattering profiles.
const uint8:  1
bUsedAsAtmosphereSunLight
Whether to consider light as a sunlight for atmospheric scattering and exponential height fog.
const uint8:  1
bUseRayTracedDistanceFieldShadows
Whether to use ray traced distance field area shadows.
uint8:  1
bUseVirtualShadowMaps
Whether to use virtual shadow maps.
uint8:  1
bUseWholeSceneCSMForMovableObjects
Whether to render csm shadows for movable objects only (mobile).
constTEnumAsBy...
CastRaytracedShadow
Whether the light shadows are computed with shadow-mapping or ray-tracing (when available).
FLinearColor
Color
The light color.
FName
ComponentName
The name of the light component.
float
ContactShadowCastingIntensity
Intensity of the shadows cast by primitives with "cast contact shadow" enabled.
float
ContactShadowLength
Length of screen space ray trace for sharp contact shadows.
float
ContactShadowNonCastingIntensity
Intensity of the shadows cast by primitives with "cast contact shadow" disabled.
float
DeepShadowLayerDistribution
Deep shadow layer distribution.
uint32
FarShadowCascadeCount
Only for whole scene directional lights, 0: no FarShadowCascades, otherwise the count of cascades between WholeSceneDynamicShadowRadius and FarShadowDistance that are covered by distant shadow cascades.
float
FarShadowDistance
uint32
IESAtlasId
IES texture atlas id.
UTextureLightPr...
IESTexture
IES texture (light profiles from real world measured data) We are safe to store a U pointer as those objects get deleted deferred, storing anFTexturepointer would crash if we recreate the texture
float
IndirectLightingScale
Scale for indirect lighting from this light. When 0, indirect lighting is disabled.
FName
LevelName
The name of the level the light is in.
constULightCom...
LightComponent
The light component.
float
LightFunctionDisabledBrightness
float
LightFunctionFadeDistance
constFMaterial...
LightFunctionMaterial
FVector
LightFunctionScale
Light function parameters.
FGuid
LightGuid
The light's persistent shadowing GUID.
uint8
LightingChannelMask
FLightSceneInfo...
LightSceneInfo
The light's scene info.
FMatrix
LightToWorld
A transform from light space into world space.
const uint8
LightType
The light type (ELightComponentType)
FLinearColor
ModulatedShadowColor
Modulated shadow color.
FVector4
Position
The homogenous position of the light.
int32
PreviewShadowMapChannel
Transient shadowmap channel used to preview the results of stationary light shadowmap packing.
float
RayStartOffsetDepthScale
uint32
SamplesPerPixel
Samples per pixel for ray tracing
FSceneInterface...
SceneInterface
The scene the primitive is in.
float
ShadowAmount
Control the amount of shadow occlusion.
float
ShadowBias
User setting from light component, 0:no bias, 0.5:reasonable, larger object might appear to float
int32
ShadowMapChannel
Shadow map channel which is used to match up with the appropriate static shadowing during a deferred shading pass.
float
ShadowResolutionScale
float
ShadowSharpen
Sharpen shadow filtering
float
ShadowSlopeBias
User setting from light component, 0:no bias, 0.5:reasonable, larger object might appear to float
float
SpecularScale
Specular scale
constFStaticSh...
StaticShadowDepthMap
TStatId
StatId
Used for dynamic stats
float
VolumetricScatteringIntensity
Scales this light's intensity for volumetric scattering.
FMatrix
WorldToLight
A transform from world space into light space.